Urgot Rework

leaguewut··1 votes·316 views

Passive: Zaun-Touched Hide Augmenter Urgot takes (5/10/15%) less damage from enemy champions when isolated from allied champions. (5000/3500/2000 range lock-out)

Q: Acid Hunter range reduced to 800.

W: Terror Capacitor Urgot shields for 40 / 70 / 100 / 130 / 160 (+ 8% maximum mana) (+25% damage absorbed by last terror capacitor)(+5% absorbed by Zaun-Touched Hide Augmenter, capped at 12.5% base HP + 12.5% bonus AD). The shield is doubled while Zaun-Touched Hide Augmenter is active, and halved when it is inactive.

E: Noxian Corrosive Charge -- buffed: Acid Hunters to affected targets while Zaun-Touched Hide Augmenter is active heals for 10/20/30/40/50 (5% bonus AD).

R: Unchanged.

Autoattack range increased to 475.

Rationale: Urgot's last appearance in the meta was ADC. His role has always been as a bruiser marksman. He is overpowered when he can play a 2v2 and not be abused, but he's underpowered when he's excessively exploitable in a solo lane. With his previous kit, those issues overlapped, and he was allowed to fall into the latter state. This variant rewards players willing to risk and play around his low mobility kit in the sololane and in the splitpush game, without creating an oppressive botlaner. It's also still a marksman, and not a new champion that happens to be named Urgot.

7 Comments

Sceizer3 votes

nah I think the current one is fine

Kloqdq2 votes

Uhh Urgot's last appearance in the meta was as a Poke Mid laner. He did see some botlane play but he was mostly mid. Urgot is actually at his best in a 1v1 as he always struggled to find a ground in 2v2. His current kit legit gives him every single tool you can imagine to abuse people in a 1v1. You got armor ignore, shields, slows, damage reduction, damage increase, harass, and you are just base tanky. His kit is a poor design and frankly the new one is leagues better than the current joke of a champion we have.

leaguewut1 votes

Was referring to MSI 2015, where he was prominently in the meta, including the pro meta.

His kit's primary weakness is that it is too strong to allow for a normally-ranged autoattack. Dropping the Q range to compensate helps balance this enough that he can have a "somewhat okay" autoattack.

Kloqdq2 votes

Most of his damage is on Q. Urgot with his current design doesn't auto people, he Q's them. Even when he is auto-attacking it's mixed with Qs. You are trying to make him an adc but you basically just made him more of a solo laner.

That passive directly punishes him for being in a duo lane. This urgot wants to be left alone and play like Nasus. You also make his W worthless in the 2v2 or teamfights. All this does is make Nasus 2.0 with Range. You are misunderstanding where Urgot's current strengths are. It's the fact he has every single tool you need for a 1v1 champion.

THE PROBLEM is he doesn't bring any strengths needed in an adc, AKA a late game. Marksmans are meant to work with their team, not being Nasus

leaguewut1 votes

Clearly some are not, referring to Kennen. Urgot would still be strong enough to bring lategame strengths at a Kennen-like level. New passive + w would allow Urgot to survive in a different but effective way from Kennen in the sololane.

I'm trying to keep him as an ADC sololaner, without letting him be so oppressive that he shows up, like MSI 2015, as an OP botlaner.

Kloqdq1 votes

I would be fine with him showing up botlane. I just think this design would kill the champion completely since you will need to be alone 24/7 but this is a team game. It's why Nasus or Tryn are often bad champions.

leaguewut1 votes

First iteration would probably kinda suck but it'd allow for things like, buffing his E to make up for Black Cleaver nerfs, buffing his W if he's getting bullied harder than expected, etc, without letting him dominate botlane before he gets back into mid/toplane.

It's pretty irrelevant though, they're never gonna keep the old design around at this point. I just wonder when a similar design shows up on another champ, a la OG Poppy -> Camille.

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